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@zeffii
Forked from anonymous/node_BMESHview.py
Last active August 29, 2015 14:01
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import bpy
import bmesh
import mathutils
from mathutils import Vector, Matrix
from bpy.props import BoolProperty, FloatVectorProperty
from node_s import *
from util import *
def default_mesh(name):
verts = [(1, 1, -1), (1, -1, -1), (-1, -1, -1)]
faces = [(0, 1, 2)]
mesh_data = bpy.data.meshes.new(name)
mesh_data.from_pydata(verts, [], faces)
mesh_data.update()
return mesh_data
def bmesh_from_pydata(verts=[], edges=[], faces=[]):
''' verts is necessary, edges/faces are optional '''
if not verts:
print("verts data seems empty")
return
bm = bmesh.new()
[bm.verts.new(co) for co in verts]
bm.verts.index_update()
if faces:
for face in faces:
bm.faces.new(tuple(bm.verts[i] for i in face))
bm.faces.index_update()
if edges:
for edge in edges:
edge_seq = tuple(bm.verts[i] for i in edge)
try:
bm.edges.new(edge_seq)
except ValueError:
# edge exists!
pass
bm.edges.index_update()
return bm
def make_bmesh_geometry(context, verts, edges, faces, matrix, name):
# no verts. no processing.
if not verts:
return
scene = context.scene
meshes = bpy.data.meshes
objects = bpy.data.objects
if name in objects:
sv_object = objects[name]
else:
temp_mesh = default_mesh(name)
sv_object = objects.new(name, temp_mesh)
scene.objects.link(sv_object)
scene.update()
# definitely verts, definitely do something.
bm = bmesh_from_pydata(verts, edges, faces)
# Finish up, write the bmesh back to the mesh
bm.to_mesh(sv_object.data)
bm.free() # free and prevent further access
# apply matrices if necessary
if matrix:
sv_object.data.transform(matrix)
class BmeshViewerNode(Node, SverchCustomTreeNode):
bl_idname = 'BmeshViewerNode'
bl_label = 'Bmesh Viewer Draw'
bl_icon = 'OUTLINER_OB_EMPTY'
activate = BoolProperty(
name='Show', description='Activate node?',
default=True,
update=updateNode)
def init(self, context):
self.inputs.new('VerticesSocket', 'vertices', 'vertices')
self.inputs.new('StringsSocket', 'edges', 'edges')
self.inputs.new('StringsSocket', 'faces', 'faces')
self.inputs.new('MatrixSocket', 'matrix', 'matrix')
def draw_buttons(self, context, layout):
row = layout.row(align=True)
row.prop(self, "activate", text="Show")
def get_geometry_from_sockets(self):
inputs = self.inputs
iv_links = inputs['vertices'].links
mverts, medges, mfaces, mmatrix = [], [], [], []
# gather vertices from input
if isinstance(iv_links[0].from_socket, VerticesSocket):
propv = SvGetSocketAnyType(self, inputs['vertices'])
mverts = dataCorrect(propv)
# matrix might be operating on vertices, check and act on.
if 'matrix' in inputs:
im_links = inputs['matrix'].links
# find the transform matrices
if im_links and isinstance(im_links[0].from_socket, MatrixSocket):
propm = SvGetSocketAnyType(self, inputs['matrix'])
mmatrix = dataCorrect(propm)
data_feind = []
for socket in ['edges', 'faces']:
try:
propm = SvGetSocketAnyType(self, inputs[socket])
input_stream = dataCorrect(propm)
except:
input_stream = []
finally:
data_feind.append(input_stream)
return mverts, data_feind[0], data_feind[1], mmatrix
def get_structure(self, stype, sindex):
if not stype:
return []
try:
j = stype[sindex]
except IndexError:
j = []
finally:
return j
def update(self):
if not self.activate or not ('vertices' in self.inputs):
return
C = bpy.context
r = self.get_geometry_from_sockets()
mverts, medges, mfaces, mmatrix = r
for obj_index, Verts in enumerate(mverts):
Edges = self.get_structure(medges, obj_index)
Faces = self.get_structure(mfaces, obj_index)
matrix = self.get_structure(mmatrix, obj_index)
mesh_name = "svBaseMesh_" + str(obj_index)
make_bmesh_geometry(C, Verts, Edges, Faces, matrix, mesh_name)
def update_socket(self, context):
self.update()
def register():
bpy.utils.register_class(BmeshViewerNode)
def unregister():
bpy.utils.unregister_class(BmeshViewerNode)
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